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Basic Store Plugin - Printable Version

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Basic Store Plugin - codename_B - 02-28-2011

Here's the store plugin I've been working on, I finally got the ini file writing to work.

The basics - credits are earned by mining, one credit per block mined, doesn't matter the type. When a method to detect playerkills is added, I will be adding in 100 credits for killing a player and losing 100 credits for being killed. When mobs and monsters are implemented, I will be adding a credit value system to that too Smile

You can buy:
64 torches - 64 credits
wood shovel, axe, pickaxe, sword - 0 credits (new players joining the server automatically get access to basic tools)
stone shovel, axe, pickaxe, sword - 100 credits
iron shovel, axe, pickaxe, sword - 500 credits
gold shovel, axe, pickaxe, sword - 800 credits
diamond shovel, axe, pickaxe, sword - 1000 credits

This is easily expandable to include other items as I've added a fairly easy to expand store api with a function to check and see if I player can afford an item Smile

Filename:Kit.lua
PHP Code:
local KitPlugin = {} KitPlugin.__index = KitPlugin function KitPlugin:new() local t = {} setmetatable(t, KitPlugin) local w = Lua__cPlugin:new() tolua.setpeer(w, t) w:tolua__set_instance(w) return w end function KitPlugin:Initialize() self:AddCommand("/store", " - tells you what's currently for sale and how many credits you have.", "Kit.lua") self:BindCommand("/store", PricesCommand) self:BindCommand("/buywoodkit", BuyWoodKit) self:BindCommand("/buystonekit", BuyStoneKit) self:BindCommand("/buyironkit", BuyIronKit) self:BindCommand("/buygoldkit", BuyGoldKit) self:BindCommand("/buydiamondkit", BuyDiamondKit) self:BindCommand("/buytorches", Buy64Torches) PluginManager = cRoot:Get():GetPluginManager() PluginManager:AddHook( self, cPluginManager.E_PLUGIN_BLOCK_DIG ) return true end function KitPlugin:OnBlockDig( PacketData, Player ) local PlayerName = Player:GetName() local World = cRoot:Get():GetWorld() local X = PacketData.m_PosX local Y = PacketData.m_PosY local Z = PacketData.m_PosZ -- status 0 = started digging; 2 = block broken if(PacketData.m_Status == 2) then local IniFile = cIniFile("score.ini") if ( IniFile:ReadFile() == true ) then PlayerScore = IniFile:GetValueI(PlayerName, "score" ) NewScore = PlayerScore+1 IniFile:DeleteKey(PlayerName) IniFile:WriteFile() IniFile:AddKeyName(PlayerName) IniFile:SetValueI(PlayerName, "score", NewScore) IniFile:WriteFile() Log(NewScore); end end return false end function CanAfford(money, Player) local PlayerName = Player:GetName() local IniFile = cIniFile("score.ini") if ( IniFile:ReadFile() == true ) then PlayerScore = IniFile:GetValueI(PlayerName, "score" ) Log(PlayerScore); if(PlayerScore>=money) then if(money>0) then NewScore = PlayerScore-money Log("Sold item"); else NewScore = PlayerScore Log("Gave away freebie"); end IniFile:DeleteKey(PlayerName) IniFile:WriteFile() IniFile:SetValueI(PlayerName, "score", NewScore) IniFile:WriteFile() Log(NewScore); end return true else return false end end -- store values -- function BuyWoodKit(Split, Player) Server = cRoot:Get():GetServer() if(CanAfford(0, Player)) then Server:SendMessage(cChatColor.Red .. "The wood kit has been added to your inventory") Player:GetInventory():AddItem( cItem( 268, 1 ) ) Player:GetInventory():AddItem( cItem( 269, 1 ) ) Player:GetInventory():AddItem( cItem( 270, 1 ) ) Player:GetInventory():AddItem( cItem( 271, 1 ) ) else Server:SendMessage(cChatColor.Red .. "You cannot afford the wood kit!") end return true end function BuyStoneKit(Split, Player) Server = cRoot:Get():GetServer() if(CanAfford(100, Player)) then Server:SendMessage(cChatColor.Red .. "The stone kit has been added to your inventory") Player:GetInventory():AddItem( cItem( 272, 1 ) ) Player:GetInventory():AddItem( cItem( 273, 1 ) ) Player:GetInventory():AddItem( cItem( 274, 1 ) ) Player:GetInventory():AddItem( cItem( 275, 1 ) ) else Server:SendMessage(cChatColor.Red .. "You cannot afford the iron kit!") end return true end function BuyIronKit(Split, Player) Server = cRoot:Get():GetServer() if(CanAfford(500, Player)) then Server:SendMessage(cChatColor.Red .. "The iron kit has been added to your inventory") Player:GetInventory():AddItem( cItem( 267, 1 ) ) Player:GetInventory():AddItem( cItem( 256, 1 ) ) Player:GetInventory():AddItem( cItem( 257, 1 ) ) Player:GetInventory():AddItem( cItem( 258, 1 ) ) else Server:SendMessage(cChatColor.Red .. "You cannot afford the iron kit!") end return true end function BuyGoldKit(Split, Player) Server = cRoot:Get():GetServer() if(CanAfford(800, Player)) then Server:SendMessage(cChatColor.Red .. "The gold kit has been added to your inventory") Player:GetInventory():AddItem( cItem( 283, 1 ) ) Player:GetInventory():AddItem( cItem( 284, 1 ) ) Player:GetInventory():AddItem( cItem( 285, 1 ) ) Player:GetInventory():AddItem( cItem( 286, 1 ) ) else Server:SendMessage(cChatColor.Red .. "You cannot afford the gold kit!") end return true end function BuyDiamondKit(Split, Player) Server = cRoot:Get():GetServer() if(CanAfford(1000, Player)) then Server:SendMessage(cChatColor.Red .. "The diamond kit has been added to your inventory") Player:GetInventory():AddItem( cItem( 276, 1 ) ) Player:GetInventory():AddItem( cItem( 277, 1 ) ) Player:GetInventory():AddItem( cItem( 278, 1 ) ) Player:GetInventory():AddItem( cItem( 279, 1 ) ) else Server:SendMessage(cChatColor.Red .. "You cannot afford the diamond kit!") end return true end function Buy64Torches(Split, Player) Server = cRoot:Get():GetServer() if(CanAfford(64, Player)) then Server:SendMessage(cChatColor.Red .. "64 torches have been added to your inventory") Player:GetInventory():AddItem( cItem( 50, 64 ) ) else Server:SendMessage(cChatColor.Red .. "You cannot afford 64 torches!") end return true end -- end of store values -- function KitCommand1(Split, Player) Player:GetInventory():AddItem( cItem( 283, 1 ) ) Player:GetInventory():AddItem( cItem( 284, 1 ) ) Player:GetInventory():AddItem( cItem( 285, 1 ) ) Player:GetInventory():AddItem( cItem( 286, 1 ) ) Player:GetInventory():AddItem( cItem( 314, 1 ) ) Player:GetInventory():AddItem( cItem( 315, 1 ) ) Player:GetInventory():AddItem( cItem( 316, 1 ) ) Player:GetInventory():AddItem( cItem( 317, 1 ) ) Server = cRoot:Get():GetServer() Server:SendMessage(cChatColor.Red .. "Get your kit on!") return true end function PricesCommand(Split, Player) local PlayerName = Player:GetName() Server = cRoot:Get():GetServer() local IniFile = cIniFile("score.ini") if ( IniFile:ReadFile() == true ) then PlayerScore = IniFile:GetValueI(PlayerName, "score" ) Server:SendMessage(cChatColor.Green .. PlayerName) Server:SendMessage(cChatColor.Green .. "You have earned "..PlayerScore.." credits.") Server:SendMessage(cChatColor.Green .. "Keep mining to earn more!") Server:SendMessage(cChatColor.Green .. "Buy 64 torches: 64 credits - use /buytorches") Server:SendMessage(cChatColor.Green .. "Wood Kit: 0 credits - use /buywoodkit") Server:SendMessage(cChatColor.Green .. "Stone Kit: 100 credits - use /buystonekit") Server:SendMessage(cChatColor.Green .. "Iron Kit: 500 credits - use /buyironkit") Server:SendMessage(cChatColor.Green .. "Gold Kit: 800 credits - use /buygoldkit") Server:SendMessage(cChatColor.Green .. "Diamond Kit: 1000 credits - use /buydiamondkit") end return true end Plugin = KitPlugin:new() cRoot:Get():GetPluginManager():AddPlugin( Plugin )

Before I forget, you can access the prices list by typing "/store" into the chat window.

That should be all else you needBig Grin


RE: Basic Store Plugin - Tim - 02-28-2011

Thats pretty coolTongue im working on something similar for my rpg server, one thing that i would say though is that you're using commands for each itemset which bugs me, i dont know about anyone elseTongue im just wierd, but what im doing in mine is using Split
so like
Code:
function storecommand(Split, Player) if(Split[2]=="buy") then -- do stuff end end
but its a nice plugin, more than i've got so farTongue


RE: Basic Store Plugin - codename_B - 02-28-2011

I considered doing that, but then I'd have to add in a function to detect each type and serve accordingly, and in the end I worked out for what I was doing I would end up having to write more lines of code for that Smile

Thanks for the feedback though!


RE: Basic Store Plugin - Tybor - 03-01-2011

For optimisation, you only need to IniFile:ReadFile() on plugin loading and IniFile:WriteFile() on server shutdown.

Class IniFile itself is maintained in RAM.


RE: Basic Store Plugin - FakeTruth - 03-01-2011

Yeah, if you create the cIniFile in a global scope (global variable) you only have to read it once.


RE: Basic Store Plugin - codename_B - 03-01-2011

Ah thanks Smile

These things you learn as you go.


RE: Basic Store Plugin - DrkCodeman - 06-14-2013

What am I doing wrong? I have enabled this in settings.ini and created a directory called "Store" with the LUA in that directory I've even create score.ini in that same directory as the LUA. This is what I get when I launch the server:

[19:17:05] LUA: Plugins/Store/Kit.lua:7: attempt to index global 'Lua__cPlugin' (a nil value)
[19:17:05] Error in plugin Plugins/Store in file Plugins/Store/Kit.lua


RE: Basic Store Plugin - NiLSPACE - 06-14-2013

You did nothing wrong. Its becouse this plugin is outdated.


RE: Basic Store Plugin - xoft - 06-14-2013

This plugin is extremely outdated and won't work with current MCServer versions; it needs to be properly updated and maybe altogether revised.


RE: Basic Store Plugin - DrkCodeman - 06-14-2013

Aww, and I really wanted a store plugin